1 (edited by Starcutter 2021-12-18 22:50:54)

Topic: Projectiles causing rollback desyncs?

I've read up a few threads on this topic, but I can't quite figure out how to fix this issue on my end. As far as I'm aware, there's some issue where the game desyncs but it doesn't notice the game has desynced and therefore doesn't rollback or disconnect.

Has anyone found any elegant solution for getting rollback to work consistently with your builds? I feel like I've tried everything.

Edit: read the post below

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Re: Projectiles causing rollback desyncs?

Upon further investigation & going through the map recorder, I believe projectiles to be causing desyncs. Is there any prior evidence of this happening to anyone? If so, has a solution been found?

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Re: Projectiles causing rollback desyncs?

I have reason to believe that for some reason the game doesn't rollback projectiles animations properly, causing desyncs in that situation. I think it should be looked into within the rollback code.

In the meantime, I suppose I'll just have to disable rollback to get actual matches in.

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Re: Projectiles causing rollback desyncs?

Desync is a complicated business. Even with the most advanced tools you might still lose hours with false leads.
I recommend trying the desync test tool (under Global -> Network Options -> Synchronization Test) to help detect the moment it desyncs. The tool tries to compare as many values as possible and stops the moment something is not right. It even allows you to compare variable logs, but if even that is not enough, I also recommend recording videos of multiple matches to collect extra data.

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